Anyone eh?...Hmm...Looks as though my account has been terminated,can`t login with my info?...Josh I guess...Must be marvellous having all that power,yet so little TALENT.

More likely that its set as inactive. As a matter of fact Josh is only doing admin/site stuff for the team, so doesn't have any part in that side of development. Although you could easily have PM'd me to say that mate.

Edit: Yes, i was right, your account was set as inactive, you should be able to access the site.

Last edited by Squiggers on 26.01.2011, 19:39, edited 3 times in total.

Originally posted by SquiggersThought it looked fantastic anyway BuLL to be honest. Might have some work for you if you've not got too much work for TFB?

As long as you understand that TFB takes priority & theres no rush,I can probably fit the odd piece in.

Of course, thats fine. I'll PM you about some work shortly.

Originally posted by blackhorizonAre the heads rendered in Cry Engine?

No, they're rendered within 3DS Max, with similar settings to show how it'd appear inside CE2. We'll be rendering stuff within CryEngine soon, however... but thats coming with some other big stuff we'll be revealing.

I've been experimenting with the time of day a bit more and I thought I might share this screenshot with you lads. No final masterpiece by any means but rather to set the mood. I added more snow to the backdrop mountains. I still need to fix up a few issues regarding distant view but I'm nearing what I want on a minimum basis.

NI Border:We're progressing quite nicely with development at present. Heres some work in progress shots of a certain border area being worked on by the fantastic ultranew_b, and Donkluseckza.

Please note, some of the assets in these images (such as parts of the base shown in the last image) are placeholders. We hope to replace all of Crytek's assets with our own in time.

AKM:To finish off the 3D part of our update, we've got the AKM by Andy. One of the main weapons that you'll be coming across during the game is this, along with later variants of the weapon system. Like all of our weapons/vehicles, we'll be looking at doing variants of our assets in due course.

The Tech Demo:At present, we're delaying the release of the tech demo til the release of Crysis 2. This is primarily due to the fact that we aren't sure how the code base will change between SB2 and SB3 unfortunately, so we're pausing developing the code/feature set for now, except in terms of trying to work out how it would likely be implemented. Its under 40 days before we can hopefully start working on the code again, which will benefit all those who intend to play this game.

Recruitment:I'd like to announce that p5ym0nhas joined us a coder - which we're damn grateful for to have someone of such talent joining us, and he'll will be assisting in the development of features, code and planning on the project. As you can see, we've also been joined by the fantastic level designer ultranew_b, whose currently developing the level that has been shown today.

As always, we are looking for new staff to join our team of developers. Weâ€™re currently looking for people with the following skillsets:

I'll upload the higher res screens later today when ultranew_b is back from work, as i don't have them at present. Polycounts/textures are fine for the buildings for the first release.

We'll look at adding more detailing in later releases, but for the first release we're focusing on the overall design, style, and feature set. Don't worry, we'll be utilising the engine to its limits. We'll likely release a video showing off the level, as it does look fantastic in game.

The main change we'd like to make is to the Saracen APC's texture, if there are any volunteers for that job?

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